Showing posts with label Victorian Era. Show all posts
Showing posts with label Victorian Era. Show all posts

Sunday, August 30, 2020

C. Auguste Dupin and the Murderer from 'Murders in the Rue Morgue'

 The riddle, so far, was now unriddled'


C. Auguste Dupin

 


 

 

 

 

 

 



 

 

 

 

 

 

 

 

F: Gd (10)
A: Gd (10)
S: Typ (06)
E: Ex (20)
R: Ex (20)
I: Rm (30)
P: Rm (30)

Health: 46
Karma: 70
Resources: Typ (06)
Popularity: 10

Talents:
C. Auguste Dupin is the first literary detective, noted for his use of intellect and logic to resolve crimes. Dupin is considered to have the following talents based on his appearances and apocrypha:
Detective/Espionage
Military
Firearms
Chemistry
Zoology
Rudimentary Forensics (For 1840)
Medicine*
Knowledge: Politics (European)
Knowledge: Paris
Nobility*
Heir-to-Fortune (Although it is all lost before the first Dupin story)
Crime* (The knowledge of, not the current practice).


Powers:
Abductive Reasoning: Dupin can make extraordinary guesses based on observation and information to solve baffling crimes and mysteries based on subtle information. While not a real power, Dupin’s abilities seem to border the paranormal. In essence, Dupin can make a Reason FEAT to determine information about a particular situation based on his skills and experience. Dupin then makes an Intuition FEAT which will determine a successful result. For each success level, Dupin’s abductive guesses can glean additional details and information about a particular case or situation. In essence, Dupin makes a Reason FEAT, which adds to his Intuition FEAT:

  • Green Result: No additional bonus
  • Yellow Result: +1cs to next Intuition FEAT
  • Red Result: +2cs to next Intuition FEAT
Dupin’s skill bonus is then applied to his result, maximum of Am (50) ability. Dupin is considered the finest detective of his era, and future fictional detectives are based on him.

Contacts:
Dupin has several contacts within Paris society, as well as contacts that are well-placed within the government and abroad.

Limitations:
Dupin’s limitations are implied:

  • Out of favor: Dupin is well-respected for his ability as a detective, but his family has fallen out of favor and the once great fortune has all but gone. Dupin often seeks to do the right thing despite reward, but his current situations seemingly place him in need during one of his cases. Dupin’s resources were perhaps at Ex (20) at one time, but now are at Typ (06) and he lives at a much lower level than he once did.
  • Reputation: Dupin has a reputation as being logical and a little bit off-putting to those who do not know him well. Dupin’s obvious genius makes him seem a bit aloof and cold.
  • Age: Dupin is slightly older than his contemporaries and is a striking man of his middle age.



Notes:
Despite the lack of physicality represented in the story, I believe that Dupin’s FASE is fairly accurate based on additional writing and lore regarding Dupin’s backstory that was developed post-Poe but considered to be part of the character.
I have no doubt on Dupin’s RIP score, as I believe he was considerably intelligent, aware, and possessing greater willpower.



The Rue Morgue Murderer.




 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

F: Gd (10)
A: Gd (10)
S: Gd (10)
E: Ex (20)
R: Fe (02)
I: Typ (06)
P: Pr (04)

Health: 50
Karma:12
Resources: 0
Popularity: 0/-2 (once discovered, and only then as a small story)

Talents:
The murderer can mimic physical actions of individuals, but only roughly and with an almost parody of said actions – nothing serious, only something like shaving or similar.


Powers:
The orangutan has no powers, and is only a healthier than average specimen.

Contacts:
The orangutan has no contacts.

Limitations:
The orangutan has no additional limitations outside of being an animal, but if one wanted to suggest that it was bloodthirsty, it wouldn’t be out of the question.

Notes:
The orangutan’s reveal as the murderer is one of the all-time twist endings, and only ever served to perplex the situation. Orangutans are docile in comparison. I added bonuses to the typical ape write-up to reflect what I felt was the differences as described.

Saturday, August 29, 2020

The Ghost and the Darkness from 'The Ghost and the Darkness' (1996)

 They are not lions, they are the Ghost and the Darkness”


The Ghost and the Darkness (movie version)




F: Rm (30)
A: Gd (10)
S: Gd (10)
E: Rm(30)
R: Pr (04)
I: Rm (30)
P: Typ (06)

Health: 80
Karma: 40
Resources: N/A
Popularity: -40 (In Tsavo), -10 (Worldwide)

Talents:
The lions have no talents.

Powers:
The man-eating lions of Tsavo are not typical lions, having killed upwards of 100+ men during their reign of terror. Unlike reality, the Ghost and the Darkness displayed unusual qualities and characteristics that added additional pseudo-like powers to the lions:


More than Lions:

  • Increased FASERIP: Unlike regular lions, the Ghost and the Darkness are much more exceptional, being able to rudimentary reason, understand their prey, and avoid traps that would normally be lethal. In addition, the Ghost and the Darkness have greater endurance and intuition, able to continue at full power/ability even when wounded or hampered. The Ghost and the Darkness also seem capable of recognizing their opponents and distinguishing between human prey.
  • Stealth: The Ghost and the Darkness have a degree of stealth, capable of avoiding skilled lion hunters and/or targets until the moment of attack. The stealth of the lions is good enough to prevent others from determining that there were actually two lions at the time, and are able to mostly conceal their tracks and trails for some time. As such, the lions are considered to have Gd (10) stealth powers.
  • Karma Use: The Ghost and the Darkness are not typical lions in the fact they can spend Karma for effects. As example, The Ghost and the Darkness will always spend karma right before an attack to maximize their stealth efforts. In addition, the Ghost and the Darkness seem to have events occur around them that are unconscious but are beneficial to them: When a hunter as them in their sights, the gun may misfire or efforts to locate them may cause a small rock-slide or any event. This can be done with an expenditure of 100 Karma by the Judge to benefit the Lions in some way.
  • Karma Gain: The Ghost and the Darkness gain +15 karma for every kill that they make, which is stored in a karma pool in which they spend from when attacking, defending, or in the process of their unique expenditure (as mentioned above).
  • Ambient Fear Level: While the Ghost and the Darkness are active, an ambient effect of fear seems to descend in the area. First, for each week the Ghost and the Darkness are active, anyone with Psyches of Typ (06) or less are affected. This affect forces a Psyche FEAT for any action or activity in the affected area. Success of a Yellow or better means that the individual may proceed normally. A Green success means that the subject may suffer a -1cs to activities, and a failure means that the fear has taken hold and the subject is more willing to flee the area/become hostile and suffers a -2cs to activities that occur within the area. In addition, should the Ghost or the Darkness be seen, the effect goes to Gd (10) intensity and the lions gain +5 karma for every incident.
  • Natural Weaponry: claws: The Ghost and the Darkness do Gd (10) damage with their claws, halving effective body armor on the edged table. In addition, The Ghost and the Darkness can attempt an opposed strength check to drag an opponent to the ground or away.


Contacts:
The Ghost and the Darkness have no natural contacts.

Limitations:
The Ghost and the Darkness are considered great examples of lions, but are nothing more than lions…mostly.

Tuesday, September 25, 2018

Ethan Chandler from 'Penny Dreadful'







Ethan Lawrence Talbot








F: Ex (20)/Rm (30)
A: Rm (30)/In (40)
S: Gd (10)/Ex (20)
E: Ex (20)/In (40)
R: Gd (10)/Pr (04)
I: In (40)
P: Ex (20)*

Health: 46
Karma: 110
Resources: Rm (30)
Popularity: 0*/40 (In occult circles, especially extra-dimensional circles)

Talents:
Ethan has developed many skills in his life, including but not limited to:

Mystic Origin*
Marksman*
Firearms
Knowledge: History (American West)
Heir to Fortune*
Hunting/Tracking
Brawling
Sharp Weapons
Knowledge: Religion
Knowledge: Multi-Lingual (English, Apache, Latin, and Spanish)


Powers:
Curse of Lycanthrope:
Ethan is cursed with lycanthrope, becoming a werewolf on the nights of the full moon. As a blessing and a curse, Ethan has several advantages as being a werewolf, including his increased skill, dexterity, endurance, and strength. Ethan’s abilities include:

  • Tracking: Ethan can track with Rm (30) ability.
  • Natural Weaponry: Claws: Ethan can rend flesh with Ex (20) ability, halving effective body armor. Ethan’s attacks are considered mystical and slashing.
  • Hyper Running: Ethan can move at Gd (10) land-speed when transformed.
  • Natural Weaponry: Bite: Ethan can do Rm (30) edged damage with a bite, and may be able to spread lycanthrope with such. Ethan’s bite requires the victim to make an Endurance FEAT vs. Rm (30) intensity or contract the disease/curse.
  • Berserker: Ethan has no control of himself while transformed, rending friend and foe alike when the beast takes over. Ethan has only faintest memories of what he has done while a beast, and may indeed be responsible for several murders in London and definitely responsible for the Mariner Inn massacre. The only person who seems to be able to calm Ethan at any level is Vanessa Ives.
  • The God’s Wolf (Wolf of God): Ethan is recognized as something special and is dangerous in the presence of the night comers and infected. As such, Ethan does +1cs damage when facing either while transformed.
  • Predatory Senses: Ethan’s senses are slightly greater while in human form, partially allowing for his impressive reflexes, reactions, and sight. Ethan is considered to have Pr (04) enhanced senses while in human form, and Ex (20) enhanced senses while in his transformed state.
  • Affinity with wolves: Ethan can seemingly bond and perhaps even control wolves with Gd (10) ability.

Contacts:
Ethan has few contacts that he’ll rely on. Sir Malcolm Murray sees Ethan as a surrogate son, Sembe while alive would consider Ethan a friend. Ethan was close to Dorian Gray at one time and Victor Frankenstein, but one would assume that neither are as close after the last events of the Penny Dreadful series. Kaetenay would be considered a contact, Hecate Poole if she had lived. Ferdinand Lyle, a director for the British Museum seems rather taken with Ethan, but Ethan’s best contact would be Vanessa Ives.


Limitations:
  • Cursed: Ethan is cursed with Lycanthrope, and has no control of himself at any level when transformed. Ethan is bound to the lunar cycle, and has often lost control with no memory of his actions.
  • Hunted: Ethan is hunted by his father, who has sent bounty hunters to return him to the United States. As such, Ethan is pursued and assumes several identities. Ethan’s father has Rm (30) resources to spend on such a thing (in Victorian times, In (40) in modern day) to bring Ethan home.
  • Wanted: Ethan is wanted for his actions in the Mariner Inn Massacre and the belief he is tied to subsequent killings. As such, Ethan is considered a person of interest in several murders and actively pursued by Scotland Yard.
  • Loyal:Ethan is extraordinarily loyal to Vanessa Ives, and would do anything for her.


Lawrence Talbot, the Wolf-man (2010 movie version)

”I am what they say I am... I'm a monster. “






Lawrence Talbot

F: Gd(10)/Rm (30)
A: Gd (10)/Rm (30)
S: Typ (06)/Rm (30)
E: Gd (10)/In (40)
R: Typ (06)/Pr (04)
I: Gd (10)/Am (50)
P: Ex (20)/Typ (06)

Health: 130
Karma: 60
Resources: Gd (10) (Personal)
Popularity: 10/-10 (As a stage actor of the day, and as later the ‘werewolf murderer’)

Talents:
Lawrence has the following talents:
Heir-to-Fortune*
Nobility*
Performer: Stage Actor
Knowledge: Victorian Society
Knowledge: American Society circa 1890
Knowledge: Current Events in London
Firearms
Sharp Weapons




Powers:

Curse of the Wolfman
After being bit by the werewolf in the moors, Lawrence suffers the curse of the werewolf, transforming every full moon into a man-beast who rampages throughout the countryside and for the most part does not care who gets in his way. The curse provides Lawrence with certain abilities, which include:


  • Predatory Senses: Lawrence has superhuman senses when transformed, granting him Rm (30) heightened senses that allow him to track with Ex (20) ability. In addition, the wolfman can sense body heat, hear faint sounds such as heartbeats, and see in total darkness with Ex (20) ability.
  • Immunity: While the Wolfman, Talbot cannot be hurt by normal weapons shrugging them off as if they were inconveniences. The Wolfman took an entire volley of normal gunfire without stopping by trained officers. Silver is the only thing which can kill the Wolfman, otherwise, the Wolfman is for the most part invulnerable to standard damage. Special damage and mystical damage would be assumed to do full rank against the Wolfman, and he can still be slammed and stunned through normal means (although he can recover from a stun in a single round).
  • Hyper Running: The Wolfman can move with Ex (20) speed, capable of pushing that speed up to Rm (30) with an Endurance FEAT by running on all fours. The Wolfman can cover extraordinary amounts of distance in a short time.
  • Hyper Leaping: The Wolfman can bound and jump with Ex (20) ability, covering distance upwards and gaining altitude quickly with a series of Agility FEATs by jumping object to object. The Wolfman cleared 20’ in a single bound without effort during the London rampage.
  • Natural Weaponry: claws: The Wolfman’s claws do Rm (30) slashing damage, halving armor and acting as a mystical slashing attack. The Wolfman can damage other lycanthropes at rank damage, bypassing their normal defenses.
  • Natural Weaponry: Bite: The Wolfman can bite and rend with its teeth for damage, up to In (40). The Wolfman prefers to rend, and those bit by the wolfman can lessen the damage with an Agility FEAT. Those bit by the Wolfman are usually infected with lycanthropy. A victim must suffer 50% of their health damage from such an series of attacks in a single round. If the victim does so, the victim must make an In (40) Endurance FEAT and an Rm (30) intensity Psyche FEAT or become lycanthropes themselves.
  • Stealth: The Wolfman is extraordinarily stealthy when hunting, granting him Gd (10) stealth.
  • Enhanced Healing: The Wolfman can heal from deadly wounds quickly, the only part of the curse which carries over to Lawrence Talbot while in human form. Wounds heal with Gd (10) regeneration, and endurance ranks are regained at 4X the normal rate.

Contacts:
Prior to the events in the moors, Lawrence was well-known on the stage. After such, The only real contact Lawrence had was with Gwen Conliffe, the former fiancé of his brother Ben.


Limitations:
  • Curse of the Werewolf:Lawrence is cursed with lycanthrope and cannot control himself on the nights of the full moon. The only known cure for the curse is to be killed by a silver bullet, which ends the suffering of the curses victim. During the three nights of the full moon Lawrence has no control over what he does or how he acts, although it is suggested that those who have hurt Lawrence may bear a greater brunt of the beast’s rage, and those that Lawrence cares for can be spared it. Due to the nature of the curse and the heavy weight of it, Talbot cannot earn karma while under the effect of the curse.
  • Enemy: For the most part, Lawrence was not aware that his greatest enemy was the werewolf who infected him – His father John Talbot. John Talbot murdered Lawrence’s mother and brother, and framed Lawrence for the murders in the area. As John Talbot is well-connected and his father, Lawrence has major issues in dealing with his enemy.
  • Vulnerability: Talbot, like most werewolves, is vulnerable to silver and the attacks of other Lycanthropes. In the case of silver, Talbot has a fatal vulnerability. If struck by silver or shot by silver bullets Talbot must immediately make an Endurance FEAT at -6cs and make a Red Result. If Talbot fails he immediately begins the dying process, losing an Endurance rank every round until dead. Talbot immediately reverts to human upon being mortally wounded.


Tuesday, November 6, 2012

Varney The Vampire from 'Varney the Vampire'



Marmaduke Bannerworth, AKA Francis Varney

F: Ex (20)
A: Ex (20)
S: Rm (30)
E: Am (50)
R: Gd (10)
I: Rm (30)
P: Rm (30)

Health: 120
Karma: 70
Resources: Ex (20) to Rm (30) (Depending on the Bannerworth family, or as Francis Varney)
Popularity: 0/-5/-10 (As Bannerworth/As the "regretful' vampire/As the villain


Talents:
Military
Mystic Origin* (After curse and rebirth)
Knowledge: Nobility
Knowledge: English History
Knowledge: Archaic Weapons
Nobility* - Varney is a member of a noble family, and was himself knighted.
Marksman
Horsemanship
Human Nature

Powers:
Vampyre: Varney is cursed to be a vampire, after accidentally killing his son in a pique of rage. As a vampyre, varney cannot find eternal rest, cannot be killed in normal means, must sustain himself on human blood, and has other strange powers associated to his infernal nature. Varney however does not have some of the traditional limitations of what is considered a 'traditional vampire', and has several key advantages:
  • Vampirism*: Varney must sustain himself on human blood, and requires quite a bit of it in order to 'survive'. Unlike traditional vampires, Varney requires no invitation to enter locations, nor does his victims potentially become undead themselves. Varney's vampirism is a curse, carried by Varney for the murder of his son. Varney must drain 10 points of health per day in order to sustain himself. It is suggested that Varney may only drain those related to his family, although this was not clearly defined. Depending on the period of Varney's appearance, Varney will either attempt to ignore his hunger (Psyche FEAT), or willing seek those who might be victims. If Varney feeds for more than two rounds, he regains full health and endurance. In addition, it is assumed that if Varney's remains are fed, it will regenerate him completely.
  • Invulnerability: Due to the nature of Varney's curse, Varney is effectively immortal against all but the most powerful forces. Varney is nearly immune to pain and damage in the traditional sense: Varney can be reduced to 0 health, but unless finished off by a massive source of damage (Such as a volcano), Varney will return. Varney takes damage, but is not hindered by damage, as seen multiple times during the novel in which he is driven off by pistols. Varney is considered completely immune to disease, toxins, and poisons. Varney seems to have some adversion to fire (see limitations).
  • Hypnotism: Varney is the first 'modern' vampire to use hypnotism against his targets, and is considered to have Rm (30) hypnotism. In addition, Varney gains a +1cs to using his hypnotism against those who are members of his family, and an additional +1cs if the target is a former victim and/or subject.
  • Flight: Varney can seemingly float and/or fly with Gd (10) airspeed, as described in the novel collection.
  • Natural Weaponry: Fangs: Varney is also the first modern vampire who attempts to bite his victim in the neck to drain blood, a recurring theme in many of the appearances. Varney has a Gd (10) bite, halving body armor effectiveness, which also treats as a mystical attack.
  • Iron Will: Varney is considered to have Rm (30) Iron Will, as his nature has granted him great resolve both to sustain his existence, and ultimately, to end it.
  • Non-Detection: Varney's nature is hard to determine at different points, requiring a Intuition FEAT of Rm (30) or better to determine Varney's true nature. Varney will not detect as undead, except when he is feeding or using his abilities. Those who have seen Varney's true nature will be able to easily recognize him however.
  • Immunity to vampiric limitations: Varney's vampirism is not a traditional form of vampirism, being the effects of a divine curse. As such, Varney has none of the traditional limitations of vampires (save the need for blood and, after his nature is revealed, the unnatural presence).

Contacts: At different points, the Bannerworth family has been both victims and contacts to Varney, depending on the chapter and period of the book. As such, it is suggested that Varney has connections within his family, as well as various European royalty.

Limitations
Varney has several limitations, several are due to his curse:
  • Fire: Although not expressly stated, it is assumed that Varney has some issue with fire (indeed, flames from Mt. Vesuvius being his final destruction). For the purposes of this write-up, fire and flame damage does +1cs to Varney.
  • Known Vampire: Once Varney is revealed, it is hard to hide the fact. As such, Varney's popularity, regardless of his nature at the time, reverts to -10.
  • Predatory Presence: Varney always seems to have a presence of a predator, granting +1cs to Intuition checks for those who can determine such. People will feel 'ill-at-ease' around Varney.
  • Cursed: Varney is cursed for shedding the blood of his son. As such, Varney is bound to the nature of his curse and cannot easily escape it. Any attempts to break his curse requires a Psyche FEAT. Varney is only able to break his curse once his confesses to a priest, and then hurdles himself into a volcano.